Difference between revisions of "User:Oseng"

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'''The Serene Kingdom of Velgarth'''<br>
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'''Setting:
Genre: High Magic Kingdom (with a Guild Wars 2 flair)
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'''<br>
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Aurelis is a small but independent duchy, one of many such realms in the region of the world known as the Old Kingdoms. Remaining relatively neutral in the frequent strife that sweeps through the Old Kingdoms, Aurelis has prospered under the rule of the Arthana Dynasty. However there are many troubling rumors surrounding the ruins of the long fallen and deeply mystical Empire of Archnea, which have attracted the attention of the Church of the Ascendants.
  
'''Background:'''<br>
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'''Background Notes:
Velgarth is a planet of magic – a place where the leylines are alive with power. Magic naturally to many of its inhabitants, and those with powerful magic have naturally drifted to the top. It has been a backwater planet for many generations, even going back before access to the star lanes was cut off, but its western-most continent still bears the scars of orbital bombardment from that era.
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'''<br>
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- The Empire of Archnea was a long ago empire known for its mastery of arcane magic, which allowed it dominate the region during its heyday. Destroyed itself in a great mystical cataclysm that is said to have killed the goddess of magic and lead the remaining ascendants to ban the use of magic. Its heartland was said to lie along the great river that runs through the heart of the Old Kingdoms and many of the local realms claim to be descended from it. There are many ruins and the ilk scattered about the region.
  
At the very top of the kingdom's social order is the monarch, currently Her Serene Majesty Caitlyn BLANK the 3rd, from whom all power descends. Below her are the various nobles, who administer the lands of the kingdom in her majesty's name and at her whim. Most noble titles and lands are hereditary but succession is dependent on the monarch's approval. He or she can also raise someone or a family to the nobility and also strip that nobility from them. According to historical records the kingdom was once much more feudal and the nobles held power in their own right, but over time the monarchy seized power for themselves. Below the nobles are the gentry: wealthy officials, merchants, and others who lack titles. Most of the high ranking clergy comes from the gentry due to an age old religious decree intended to prevent clergy from gaining too much secular power. Below the gentry are the commoners: average townspeople, servants, and others. At one time there were serfs and slaves beneath the commoners but they were freed by an abolitionist monarch generations ago, though criminals can still technically be bound into serfdom for a few crimes.
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- The Church of the Ascendant is the main local faith, centered around a pantheon of multiple gods and lesser but still revered spirits. They ban both the study or use of arcane magic and actively hunt those involved in it. People generally worship the pantheon as a whole rather then any individual deity, giving worship to those deities related to their life. The faith has a hierarchical structure among its clergy and serves as a unifying body in the divided Old Kingdoms.
  
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'''Character Creation and System <br>
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'''
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- Standard D10 System <br>
  
'''Religion'''<br>
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''Attributes:
The main religion on Velgarth is the faith of the four-faced goddess, though worship of a monothestic Sun-Lord is fairly widespread in the western regions of the empire. The four faces of the goddess are the maiden, mother, crone, and warrior. Each face represents a different season and is the patron of different things and crafts.  
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''
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You get 18 character points or CP to spend on your attributes, which are your basic mundane physical and mental abilities. You may also purchase specialties which represent something mundane that your character specializes in, such as being a doctor or a scholar of history. When applicable specialties can be rolled along with a related attribute, as chosen by the GM.  
  
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One character point purchases one point of an attribute or a specialty. No attribute may be below one or above five at charge in, while specialties cannot go higher then 3. HP is your strength (representing your physical endurance) plus your Integrity (representing your willpower to keep on going.)
  
'''Principles and Interests'''<br>
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Strength <br>
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Dexterity <br>
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Wits <br>
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Integrity <br>
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Charisma <br>
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Perception <br><br>
  
Divine Right
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''Traits
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''<br>
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Traits are special properties your character possesses such as being a Templar or a Wizard. A trait costs 2 CP at charge-in but comes with both bonuses and downsides in game. Feel free to run a potential trait by me if you would like.<br><br>
  
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Templar – You are a warrior-knight of the Church, having been purified by the Flame of Ascension.  As a wandering knight-errant you have some freedom from the strictures of the church/knightly hierarchy but are still bound to it and the faith. Your faith and purification grants you a certain resistance to magic as well as the ability to detect it at close range. <br><br>
  
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Wizard – You are a wizard, a wise-man, a witch, a warlock, or another figure who secretly practices arcane magic. Perhaps you found an artifact of the Fallen Empire or maybe you studied under a master? Rather then a Blessing you pick a school or type of magic that your character practices but will be hunted by the Church and often denounced by the populace. <br><br>
  
'''Magic'''<br>
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Noble – You are a noble of one of the Old Kingdoms, which grants you access to various resources and contacts that would remain shut to most adventurers. However, you also attract more attention and may  have attend to certain duties. Some whisper that many of the older noble lines are descended from the mage-lords of Archnea… <br><br>
Velgarthian mages are commonly known as Arcanists and use a formal, ritualized, style of spell casting. There is another tradition of magic that is practiced among low-level magic users and peasants but the nobles consider this “hedge magic” rather rustic and rarely bother to learn any of it. This “hedge magic” or “low magic” is much more fluid, instinctive, and nature oriented then the “high magic” practiced by proper arcanists. <br>
 
  
'''Military'''<br>
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''Blessing/Magic
The Velgarthian military is divided into four sections or branches: the knightly orders, the royal guard,  the royal navy, and the heralds. The knightly orders originally started out as pure-noble forces but, though they still count a significant number of nobles among their ranks, have developed into Velgarth's elite forces. The Royal Guard is responsible for all planet bound military operations, while the Royal Navy has a similar mandate in the deep ether. Finally, the heralds are the personal agents of the monarchy – elite spies and operatives who keep an eye on the nobles among other duties.<br>
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''<br>
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Somewhere between the age of eight and ten all followers of the Ascendants undergo a rite in which they receive a Blessing from one of the Ascendants or the Spirits. In most cases this is a minor ability or talent related to the individual’s personal strengths and weaknesses. But in some cases a Blessing is much greater – allowing for supernatural abilities that rival the powers of the Old Magic. The strength of a Blessing can grow with training or by doing something that attracts the good will of one of the Ascendants. <br>
  
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The Ascendants are said to withdraw much of their blessing from those deluded fools or malicious individuals who are corrupted by the lure of the Old Magic. Instead they have access to at least one school of magic. <br>
  
'''Heroes'''
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You get 5 Supernatural Points or SP to build your blessing or magic at the start of the game. Both Blessings and Magic need to revolve around some sort of theme – either from the deity that granted it or a particular school/style of magic. A death deity might grant some form of necromancy while a fire spirit or god might grant some control over flames. <br>
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One SP is equal to one Dot of a particular power or spell, with each dot reprsenting more “oomph” and control. You must start with at least two abilities. <br>
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''XP
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''
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Characters will gain XP each session which can be spent in the following ways: <br><br>
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2 XP = 1 Dot of Attribute/Specialties <br>
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3 XP = 1 Dot of Blessing/Magic <br>

Latest revision as of 19:57, 12 November 2017

Setting:
Aurelis is a small but independent duchy, one of many such realms in the region of the world known as the Old Kingdoms. Remaining relatively neutral in the frequent strife that sweeps through the Old Kingdoms, Aurelis has prospered under the rule of the Arthana Dynasty. However there are many troubling rumors surrounding the ruins of the long fallen and deeply mystical Empire of Archnea, which have attracted the attention of the Church of the Ascendants.

Background Notes:
- The Empire of Archnea was a long ago empire known for its mastery of arcane magic, which allowed it dominate the region during its heyday. Destroyed itself in a great mystical cataclysm that is said to have killed the goddess of magic and lead the remaining ascendants to ban the use of magic. Its heartland was said to lie along the great river that runs through the heart of the Old Kingdoms and many of the local realms claim to be descended from it. There are many ruins and the ilk scattered about the region.

- The Church of the Ascendant is the main local faith, centered around a pantheon of multiple gods and lesser but still revered spirits. They ban both the study or use of arcane magic and actively hunt those involved in it. People generally worship the pantheon as a whole rather then any individual deity, giving worship to those deities related to their life. The faith has a hierarchical structure among its clergy and serves as a unifying body in the divided Old Kingdoms.

Character Creation and System
- Standard D10 System

Attributes: You get 18 character points or CP to spend on your attributes, which are your basic mundane physical and mental abilities. You may also purchase specialties which represent something mundane that your character specializes in, such as being a doctor or a scholar of history. When applicable specialties can be rolled along with a related attribute, as chosen by the GM.

One character point purchases one point of an attribute or a specialty. No attribute may be below one or above five at charge in, while specialties cannot go higher then 3. HP is your strength (representing your physical endurance) plus your Integrity (representing your willpower to keep on going.)

Strength
Dexterity
Wits
Integrity
Charisma
Perception

Traits
Traits are special properties your character possesses such as being a Templar or a Wizard. A trait costs 2 CP at charge-in but comes with both bonuses and downsides in game. Feel free to run a potential trait by me if you would like.

Templar – You are a warrior-knight of the Church, having been purified by the Flame of Ascension. As a wandering knight-errant you have some freedom from the strictures of the church/knightly hierarchy but are still bound to it and the faith. Your faith and purification grants you a certain resistance to magic as well as the ability to detect it at close range.

Wizard – You are a wizard, a wise-man, a witch, a warlock, or another figure who secretly practices arcane magic. Perhaps you found an artifact of the Fallen Empire or maybe you studied under a master? Rather then a Blessing you pick a school or type of magic that your character practices but will be hunted by the Church and often denounced by the populace.

Noble – You are a noble of one of the Old Kingdoms, which grants you access to various resources and contacts that would remain shut to most adventurers. However, you also attract more attention and may have attend to certain duties. Some whisper that many of the older noble lines are descended from the mage-lords of Archnea…

Blessing/Magic
Somewhere between the age of eight and ten all followers of the Ascendants undergo a rite in which they receive a Blessing from one of the Ascendants or the Spirits. In most cases this is a minor ability or talent related to the individual’s personal strengths and weaknesses. But in some cases a Blessing is much greater – allowing for supernatural abilities that rival the powers of the Old Magic. The strength of a Blessing can grow with training or by doing something that attracts the good will of one of the Ascendants.

The Ascendants are said to withdraw much of their blessing from those deluded fools or malicious individuals who are corrupted by the lure of the Old Magic. Instead they have access to at least one school of magic.

You get 5 Supernatural Points or SP to build your blessing or magic at the start of the game. Both Blessings and Magic need to revolve around some sort of theme – either from the deity that granted it or a particular school/style of magic. A death deity might grant some form of necromancy while a fire spirit or god might grant some control over flames.

One SP is equal to one Dot of a particular power or spell, with each dot reprsenting more “oomph” and control. You must start with at least two abilities.

XP Characters will gain XP each session which can be spent in the following ways:

2 XP = 1 Dot of Attribute/Specialties
3 XP = 1 Dot of Blessing/Magic